Files
psopeeps-newserv/Lobby.hh
T
Martin Michelsen 0d4b0b2279 fix a lot of issues on psogc; add proxy module
- $ann implemented
- concurrency removed; server is now single-threaded, event-driven and much more stable
- rare seed is no longer the game id; ids are sequential from server startup so they weren't random at all before
- supports dropping privileges; now you can run it as root so it can open a sockets on low ports, then it will switch to the given user before serving any traffic
- newserv now behaves like a proxy if you run it with the --proxy-destination=<IP_OR_HOSTNAME> argument; there's also an (invisible) shell in this mode where you can inject commands to the server or client. e.g. it can always be christmas in the lobby if you do `sc DA 01 00 00`
- increased the mtu on PSODolphinConfig's tap0 configuration; this seems to make the connection more stable
- fixed some uninitialized memory bugs
- the shell is now event-driven and now uses libevent too; unfortunately this means readline doesn't work anymore (no history and vim-like shortcuts)
- made network command display consistent for input vs. output (the header appears in both cases now)
- fixed bugs in some subcommand handling (the BB logic was being applied to non-BB clients erroneously, causing most item drops not to work at all)
- fixed player tags in the short lobby data struct. unclear if this was actually a problem but it was inconsistent with other servers
- fixed "unused" field in game join command (actually it appears to be disable_udp and should be 1, not 0)
- cleaned up Server abstraction a bit
- rewrote some text functions; asan was complaining about the built-in ones for some reason
- added an optional welcome message
2020-02-16 21:42:29 -08:00

89 lines
2.4 KiB
C++

#pragma once
#include <inttypes.h>
#include <vector>
#include <phosg/Concurrency.hh>
#include "Client.hh"
#include "Player.hh"
#include "Map.hh"
#include "RareItemSet.hh"
enum LobbyFlag {
// games and lobbies are actually the same thing - games have negative IDs,
// lobbies have IDs >= 0
IsGame = 0x01,
CheatsEnabled = 0x02, // game only
Public = 0x04, // lobby only
Episode3 = 0x08, // lobby only
QuestInProgress = 0x10, // game only
JoinableQuestInProgress = 0x20, // game only
Default = 0x40, // lobby only; false for private lobbies
Persistent = 0x80, // if not set, lobby is deleted when empty
};
struct Lobby {
uint32_t lobby_id;
uint32_t min_level;
uint32_t max_level;
// item info
std::vector<PSOEnemy> enemies;
std::shared_ptr<const RareItemSet> rare_item_set;
uint32_t next_item_id[12];
uint32_t next_game_item_id;
PlayerInventoryItem next_drop_item;
std::unordered_map<uint32_t, PlayerInventoryItem> item_id_to_floor_item;
uint32_t variations[0x20];
// game config
GameVersion version;
uint8_t section_id;
uint8_t episode;
uint8_t difficulty;
uint8_t mode;
char16_t password[0x24];
char16_t name[0x24];
uint32_t rare_seed;
//EP3_GAME_CONFIG* ep3; // only present if this is an Episode 3 game
// lobby stuff
uint8_t event;
uint8_t block;
uint8_t type; // number to give to PSO for the lobby number
uint8_t leader_id;
uint8_t max_clients;
uint32_t flags;
uint32_t loading_quest_id; // for use with joinable quests
std::shared_ptr<Client> clients[12];
Lobby();
bool is_game() const;
void reassign_leader_on_client_departure(size_t leaving_client_id);
size_t count_clients() const;
bool any_client_loading() const;
void add_client(std::shared_ptr<Client> c);
void remove_client(std::shared_ptr<Client> c);
void move_client_to_lobby(std::shared_ptr<Lobby> dest_lobby,
std::shared_ptr<Client> c);
std::shared_ptr<Client> find_client(const char16_t* identifier = NULL,
uint64_t serial_number = 0);
void add_item(const PlayerInventoryItem& item);
void remove_item(uint32_t item_id, PlayerInventoryItem* item);
size_t find_item(uint32_t item_id);
uint32_t generate_item_id(uint32_t client_id);
void assign_item_ids_for_player(uint32_t client_id, PlayerInventory& inv);
static uint8_t game_event_for_lobby_event(uint8_t lobby_event);
};